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Christougher

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Posts posted by Christougher

  1. Considering a Fast and Furious type game with significant focus on driving, how can I discourage players from wanting to buy their Combat Driving up as high as they can afford?

     

    Specifically, I'm looking for different game-mechanic options so that not every thing is Combat Driving roll after Combat Driving roll after Combat Driving roll after ... you get the picture.

     

     

     

  2. Not nearly often enough.

     

    Guy was advertising free GenCon attendance for GMs willing to run City of Heroes related adventures.  Was going to run t a team saving DATA's digital archives from Arachnos thieves, through zone-wide disasters, ending at in Peregrine Island, where the DATA core goes through a Portal, and the PCs wake up seven years later...

     

    Wanted to run an Avengers game, Loki Unbound, where the Avengers find out what happened after Loki disappeared with the Tesseract and usurped Thanos' quest for himself to bring about Ragnarok...

     

    ... sigh.

  3. My character has Darkness to Sight with Personal Immunity, Reduced to Zero END and No Range.  Combat starts and he  activates it and wants to fire his Energy Blast.

     

    1) Darkness is a Constant Attack power.  Can I use my Energy Blast as a separate attack while the Darkness is active?

    2) Would Uncontrolled and/or Persistent change that answer to "Yes" if it was "No"?

    3) If still "No", what would be needed to allow the Darkness and Energy Blast to both be used?

    4) Do the previous answers apply if the power is Change Environment or Images (or other non-attack type powers)?

    5) Do the previous answers apply if the power is an Area-effecting, damage causing power like Dispel, Entangle or Energy Blast?

     

     

  4. 9 hours ago, ScottishFox said:

    I think the big struggle of balancing this was 0 DCV + Hit Locations.  There are only 2 effects besides Sleeping/Unconscious which reduce you to 0 DCV and they are Entangle and Presence Attack + 30.

     

     

     

    I don't recall being at 0 DCV reducing the hit location penalties.  Yes, I know last step is reduce to 0, but that might be another tool to balance things.

  5. Pardon the snark..

     

    If the point is to simplify the system, why have Killing Attacks at all?  

     

    Ok sure, Defenses would have to adjust.  Or would they?  For a Convention game aimed at non-Hero players, I changed the definition of Resistant to mean that it could stop Body damage.  none-resistant defenses were stun-only.  Worked fairly well and simply.

  6. For my Fantasy world, the four gods representing the classic four elements (Air, Earth, Fire, Water) came together and created the world.  Each created their own chosen races, and gave their race a distinct style of magic.  

     

    All magic takes the Requires Skill Roll limitation, and Costs END if it doesn't already.  Each style of magic requires an additional -1/2 limitation based on the style.

     

    Air magic is Thaumaturgy*, and often deals with things unseen or intangible.  It requires some form(s) of Incantations.  Temporary Air magic items are called Charms, activated by blowing through a hole in the charm.

    Earth magic is Enchantment* and often defensive in nature.  Each Earth magic spell requires a distinct, permanent Focus.  Temporary Earth magic items are dusts or powders activated by sprinkling or rubbing them on something.

    Fire Magic is Sorcery* and often offensive spells.  Casting Fire magic requires the sacrifice of (oftentimes expensive) expendable Components.  Temporary Fire magic items are incenses activated by setting them on fire.

    Water Magic is Alchemy* and often healing in nature.  Casting Water Magic requires movements and/or Gestures.  Temporary Water magic items are potions activated by drinking them.  

     

    Other non-exclusive Limitations can still be applied.  

     

    *These words have different meaning in my Fantasy world than in the real world.  I used cool sounding names for the magic.  Deal with it.

  7. I'm looking to create (or steal) some rules to make vehicular mayhem more entertaining than just opposed Combat Driving rolls.  

     

    Some points I'm considering:

     

    Separate movement from SPD for vehicles, let vehicles move every segment and handle driver ability separate.

    Revisit acceleration, braking and turn modes, allowing for 30/60/90 degree turns or even finer.  Consider a number-of-wheel based modifier so motorcyles handle better than semis.

    Examine martial maneuvers as an option, including things like spinout braking, cross-lane turns, PIT maneuvers, and half of the Fast and Furious movies.

    Create a new look at smooth vs rough terrain and suspension to handle it - why you drive a dune buggy and not a sedan in broken desert.

    Make a race/pursuit jockeying system so it isn't always the fastest one wins.

    Look at adapting these ideas for dogfighting, space combat, and foot pursuit / parkour.

     

     

  8. 13 hours ago, Pariah said:

    Hmm, you're right. It is missing something without the blue. And I forgot to put the logo on.

     

    Next iteration....

     

     

    WebGirl3.png

     

    Wonder how it would look with the gloves/boots in blue.

     

    Since I may steal the pic for a villain, I'm offering up the character and name:  Orb Weaver, the Magic VPP Blaster for team Arachnaphobia.  

     

  9. After a little more work fleshing out my plotline ideas, here are the basics:

     

    Scene 1: Loki escapes from the Battle of New York with the Space Stone.

    Scene 2: Loki tricks the Warriors Three and keeps the Reality Stone.

    Scene 3: Loki steals Power Stone from Nova Corps.

    Scene 4: Loki arrives on Earth, followed by GotG. Loki tricks them into fighting.

    Scene 5: Loki takes over Avengers HQ, Reality Stone transforming SHIELD to HYDRA.

    Scene 6: Avengers must stop HYDRA from returning with stolen Time Stone.

    Scene 7: Avengers move/protect Vision, but Reality Stone allows Loki to take Mind Stone.

    Scene 8: Avengers have to sneak into Avengers HQ to find/retrieve stones.

    Scene 9: Loki offers to leave if given the Soul Stone.

    Scene 0: Loki starts Ragnarok on Asgard.

  10. It's not supposed to be a direct rehash of Infinty War/Endgame subbing Loki for Thanos.

     

    Getting the Soul Stone happened too much offscreen for the PCs to participate in; so I may devise another way to get it.  In the unlikely event he managed to gather all six, he would use them to trigger his own version of Ragnarok.  


    I'm looking for what kind of things Loki would do to trick the characters and/or entertain the players.  

     

    Chris.

  11. I'm planning to run a convention game in September, based on the opening left in Avengers: Endgame. Loki escapes with the Tesseract, learns about the Infinity Stones from Thanos and basically usurps his quest.

     

    The majority of the MCU movies can still follow a similar path, with Loki returning to avenge Frigga and escaping with the Aether in Thor: Dark World, and Bruce Banner's return mitigating the damage caused by Civil War. Thor: Ragnarock would not have happened, and the game would open with Loki returning to Earth after stealing the Power Stone from the Nova Corps, pursued by the Guardians of the Galaxy.

     

    This allows me maximum flexibility of PCs - everyone except Captain Marvel. One of Loki's bits will be creating images/dopplegangers of previous Avengers foes. What other ideas / suggestions would you like to see if you were playing?

     

    Chris.

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